My old physics engine was a bit wonky, with the ships not bouncing as they should and moving drastically from “bouncing” to “stable” as a stun-timer ran out.

The new system has inertia from being hit by a rocket applied separately from your ship thrusters to maintain the “bouncy” feel of ricocheting around the stage while offering a bit of control to the player, giving a challenge to control their ship while maintaining the high-speed comedy of collision physics.

Now, inertia and ship thrusters are handled with a theta and magnitude

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